Diplomacy

This article is considered accurate for the current version (2.3) of the game.

Diplomacy between plantoids and arthropoids

Diplomacy in Stellaris draws on the model of previous Paradox games. Each AI nation has an opinion and relation values which are increased by friendly actions, diplomatic agreements, and agreeable ethics - and decreased by hostile behaviour and incompatible ethics. It should be noted that the dialogue at the initial contact screen has no effect on opinion or further diplomacy.

Many diplomatic actions have a 10-year cooldown once chosen. Some of these are unilateral while others need to be accepted by both sides which becomes a matter of acceptance. Most diplomatic options are only accepted if the target empire holds a neutral (yellow) or better attitude.

Allows the negotiation of a one-time dealEach AI personality has a different acceptance rate for trade deals.

0

0

50

0

Declare/End Rivalry

Closes borders and grants the Animosity Casus Belli.

-100

-2

50

+0.5

Relative Power is not Pathetic or OverwhelmingCannot be lifted for 10 years after declarationDefault Limit of Rivalries is 3 but can be increased via Ethics and Civics

Insult

Decaying -200 opinion Opinion Modifier.

0

0

50

0

Form/Break Defensive Pact

If either empire is attacked the other will join the war as a defender.Breaking the pact sets a 10 year truce.

+20

+0.75

100

-1

Neither empire is involved in a war

Form/Break Non-Aggression Pact

Both empires will not be able to declare war upon each other.Breaking the pact sets a 10 year truce

0

+0.50

75

-0.25

Form/Break Research Agreement

Applies a 25% bonus to researching technologies discovered by the other party.

0

+0.10

50

-0.25

Form/Break Commercial Pact

Both empire will gain the economic bonuses of 10% of each other's Trade Value. Neither empire loses any profit.If one of the empires built a Branch Office on other other's worlds the former partner will gain the Expropriation Casus Belli.

0

+0.25

50

-0.25

Neither empire has the Criminal Heritage civic

Offer/Break Migration Treaty

Allows the migration of Pops across both empires borders.

0

+0.25

50

0

Empires need to allow Pop MigrationBoth empires have planets with at least 20% habitability for the other's species.Neither empire has the Barbaric Despoilers civic

Guarantee Independence

The guaranteeing empire will come to the target empire's defense if attacked but not vice versa.This is the only way to start building trust if the other empire holds a negative attitude.Revoking the guarantee sets a 10 year truce

+10

+0.25

50

-0.5

Both empires are independentThe independence of up to 3 empires can be guaranteed

Support Independence

The supporting empire will join the war against the overlord if the subject starts a war for independence. The supporting empire's power will be added to the relative power of subjects opinion modifier between the subject and the overlord.

+10

+0.25

50

0

Target is a subject

Invite to Federation

Forms a new Federation with the Target Empire.

+50

+1

100

-2

The Federation tradition, or founding member has itNeither empire has the Barbaric Despoilers or Criminal Heritage civics

Ask to join Federation

Requests to join an already existing Federation.

+50

+1

100

-2

Existing Federation Federation members must agree by a majority vote.

Federation Association Status

The empire and the Federation will not be able to declare war upon each other.

+10

+0.50

100

0

The majority of federation members must agree to granting or removing the status but the associate member can cancel it at any time

Trust is gained slowly by maintaining any form of lasting treaty. The maximum amount of Trust obtainable is limited by the most valuable treaty between both parties. Finishing the Diplomacy tradition tree grants +50 trust cap. Trust decays if there is no new income.

Threat is acquired by conquering systems, starbases and planets as well as by using Colossus weapons. It is seen as a form of aggressive expansion. Threat gain is dependent on the AI empire's personality and distance and reduced by half by existing non-aggression pacts or stronger deals. Shared Threat acts as a positive acceptance modifier for defensive deals.

Distance negatively affects diplomatic deals as empires farther apart in hyperlane jumps are seen as less relevant. If two empires' borders share a hyperlane connection they are considered neighbors and don't suffer distance penalty but have to deal with border friction. Two distant empires that have their owned systems connected via a wormhole are also considered neighbors.

Some diplomatic relationships affect the ethics attraction within an Empire. Running deals can have a great impact, based on the empire ethics of the other party - always dragging their own population towards a certain Ethic. The wrong friend can cause great internal issues for an Empire.

Opinion modifying option have no effect in a multiplayer game in relation to human players. However they will take effect if the AI takes over a human player, after the "rejoin Cooldown" has been worked off.

Aside from determining an empire's attitude, opinion also affects certain quests such as The Prince. In addition, a negative opinion can trigger certain events from empires that aren't Pacifist or Fanatic Pacifist.